As a beastheart, you gain the following class features, which are summarized on the Beastheart table

Hit Points

  • Hit Dice: 1d8 per beastheart level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per beastheart level after 1st

Proficiencies

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, battleaxes, greataxes, longbows, nets, scimitars, shortswords
  • Tools: None
  • Saving Throws: Strength, Wisdom
  • Skills: Choose three from Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth,

and Survival

Equipment
14, 1S / 240 Gold

  • Splint Armour, 150G
  • Steel Maul, 13G
  • Backpack, 2G
  • Bedroll, 1G
  • Traveler's Clothes, 1G
  • Tent, Two person, 2G
  • Tinder-Box, 5S
  • Waterskin, 2S
  • Coin Pouch, 2S
  • Soap x5, 10C
  • Hourglass, 25G
  • Shield, 10G
  • Cooking Ingredients, 9S, 21G
    • Fruits x10, 10C
    • Vegetable x10, 50C
    • Grains x10 (Rice & Oats), 10S
    • Meats x20 (Chicken, Beef, Special), 5G
    • Eggs x10, 10C
    • Cheeses x5, 5G
    • Spices x20, 20C
    • Wine x10, 10G

The saying 'Dinner and a Show' is something some cooks strive for. You have turned your cooking into entertainment with the meal being the finale' With the skills to bring smiles to peoples faces and bellies its hard for anyone to dislike you, But some people will. Skilled with hands and words although you may not be optimized for life in the wilderness you can make that life a little easier for members of your party.

Feature: Chef

Source: Tasha's Cauldron of Everything

Time and effort spent mastering the culinary arts has paid off. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook’s utensils if you don’t already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.
  • With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
  • With access to a pleather of ingredients (200G worth) and cooking space you can re-create a Heroric Feast. This process takes 4 hours of uninterrupted work as well as success on 3 separate performance skill checks.
    The result is a magnificent feast suitable for creatures equal to 4 + proficiency bonus.
    The feast takes 1 hour to consume, and the beneficial effects don’t set in until this hour is over.

A creature that partakes of the feast gains several benefits. They make all Wisdom saving throws with advantage and Its hit point maximum also increases by 2d10 and it gains the HP so it was at max. These benefits last for 24 hours.

Skill Proficiencies

  • Performance

Tool Proficiencies

  • Cooks Utensils
  • Drum (Instrument)

Equipment (If Any)

  • Cooks Utensils
  • Drum
  • Component Pouch
  • Mess Kit


Companion
At 1st level, you gain a companion creature that accompanies you on your adventures, fghting, exploring, and living alongside you. You can choose any companion Listed in MCDM supplements.
Your supernatural connection to your companion binds their life to yours, allowing you to help your companion overcome even the most grievous injuries. If your companion has lost hit points or is dead, you can spend 1 minute meditating on your companion’s spirit, The companion then regains all their hit points and returns to life if they were dead, and you gain one level of exhaustion.
If the companion’s body was destroyed, they reform within 5 feet of you.

The first time you finish a long rest after you gain a level in this class, you can bond with a new companion of your choice, which arrives in an unoccupied space within 5 feet of you in a manner determined by the GM. If you already have a companion from this feature, they leave to be on their own when the new companion arrives.

Natural Language
From 1st level, you can comprehend and verbally communicate with your companion, as well as with all Beasts and Monstrosities This feature doesn’t allow you to communicate complex thoughts or questions, but you can make simple statements (such as showing other creatures you mean them no harm) or ask simple questions (such as the location of the nearest body of water, or if a specific individual with a unique look passed through the area recently) The knowledge and awareness of such creatures is limited by their intellect, and the GM determines if a particular creature is in a communicative mood.
While speaking with a Beast or Monstrosity using this feature, you can make Wisdom (Animal Handling) checks in place of Charisma checks to influence the creature


Primal Exploits
Starting at 2nd level, you learn to channel your companion’s fury into extraordinary deeds called primal exploits, which are fueled by your companion’s ferocity.
You learn three primal exploits of your choice, detailed below. You learn two additional exploits of your choice at 10th and 17th level.
Whenever you gain a level in this class, you can choose one of the primal exploits you know and replace it with another primal exploit, for which you must have the appropriate beastheart level.

Some exploits are activated using your reaction Others are usable under specific circumstances but require no action. Some exploits are activated as part of the Attack action, in which case, you can use only one such exploit per turn.
All exploits require you to spend your companion’s ferocity to use them Your companion must be within 60 feet of you when you use an exploit, and must have ferocity at least equal to the exploit’s cost The companion loses ferocity equal to the cost when you use the exploit.

You can use an exploit even if your companion is unconscious, as long as they have the appropriate ferocity You can’t use an exploit while your companion has entered a rampage. Some exploits allow a companion to make a signature attack This signature attack can’t be modified with additional exploits or used as part of a ferocity action.

Exploit Save DC Primal Exploits
Some of your exploits require creatures to make a saving throw to resist the exploit’s efects The saving throw DC is calculated as follows:

  • Exploit save DC = 8 + your proficiency bonus + your Wisdom modifier

Saving throws for your exploits use your exploit save DC even if the action that triggers the saving throw is undertaken by your companion. Your exploit save DC also adjusts the DC of your companion’s ferocity actions (see Superior Ferocity below)

Superior Ferocity
Also at 2nd level, whenever your companion uses a ferocity action that requires a creature to make an ability check or saving throw, the companion can use your primal exploit save DC in place of the normal DC.


Companion Bond
At 3rd level, you choose a specialized bond that you share with your companion Choose

  • Ferocious Bond
  • Hunter Bond
  • Infernal Bond
  • Primordial Bond
  • Protector Bond

Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Master Caregiver
Also at 3rd level, you gain proficiency in the Animal Handling skill If you already have proficiency in Animal Handling, your proficiency bonus is doubled for any ability check you make with the skill.

Infernal Bond
You and your companion share a deep connection with each other … and with the Seven Cities of Hell! It might be that you work in the service of a devil, that you both spent time imprisoned in Hell before clawing your way out together, or simply that you bonded with a fiendish companion born in the Lower Planes. Whatever the case, you are connected to the Seven Cities and can use your companion’s ferocity to unlock infernal magic.

Devil’s Understanding
Starting when you choose this bond at 3rd level, you can speak, read and write Infernal. Additionally, you gain proficiency in the Arcana or Religion skill (your choice) if you do not already have proficiency in those skills.

Infernal Exploits
At 3rd level, you gain one infernal exploit of your choice, which functions in the same manner as your primal exploits and uses your exploit save DC as applicable The exploit you choose must be one available at 3rd level You gain one additional infernal exploit at 11th level. Whenever you gain a level in this class, you can choose one of the infernal exploits you know and replace it with another infernal exploit, for which you must have the appropriate beastheart level.


Feat: Skill Expert Source: Tasha's Cauldron of Everything
You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20. Charisma
  • You gain proficiency in one skill of your choice. Insight
  • Choose one skill in which you have proficiency Performance. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Beyond Instinct
At 5th level, thanks to your care, your companion’s tenacity and versatility grow You and your companion gain the following benefits:

  • Whenever your companion gains ferocity at the start of your turn, they gain an additional 1 ferocity
  • Your companion gains proficiency in saving throws with one ability score of your choice
  • Your companion gains proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth, or Survival
  • Your companion can use Wisdom in place of Intelligence when they make an ability check using the Investigation skill, and they can use Strength or Dexterity in place of Charisma when they make an ability check using the Intimidation or Performance skill

When you reach 10th level in this class you gain additional benefits.

  • The additional ferocity your companion gains increases to 3.
  • Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above

When you reach 15th level in this class you gain additional benefits.

  • The additional Ferocity your companion gains increases to 5
  • Your companion gains proficiency in another saving throw of your choice, and gains proficiency in another skill from the list above

Improved Signature Attack
At 5th level, when your companion hits with their signature attack, the attack deals one additional weapon damage die.
This increases to two additional weapon damage dice at 11th level and three additional dice at 17th level.
Additionally, damage dealt by your companion’s attacks and ferocity actions counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Faithful Companion
At 6th level, your supernatural connection to your companion grows, allowing you to coordinate faster and to work better as a team with all your allies.
You no longer need to use your bonus action to command your companion Instead, as long as you are not incapacitated, you can direct them to take an action simply with verbal or physical signs that require no action.
Additionally, when your companion enters a rampage when you are not incapacitated and they can see or hear you, they do not automatically move toward and attack the nearest creature. You instead choose where the companion moves on your turn and which creature they attack with their signature attack Rejuvenating Ferocity.

Also at 6th level, your companion can draw on their own fury to revitalize themselves during a battle. You can use a bonus action to spend any amount of your companion’s ferocity, with the companion regaining hit points equal to the ferocity spent.
You can use this feature a number of times equal to your Wisdom modifer (minimum once), regaining all uses when you finish a long rest.


Hell’s Charmer
At 7th level, your companion can harness the supernatural charm of devils to work enchantment magic on other creatures.
As an action, choose one creature that can see you and your companion within 30 feet of you. That creature must make a Wisdom saving throw, doing so with advantage if you or your allies are fighting them. On a success, the creature knows you tried to charm them and becomes hostile toward you and your companion.
On a failure, the creature is charmed by you and your companion for 10 minutes, or until you or your allies do anything physically, mentally, or emotionally harmful to the creature The charmed creature is friendly to you When this effect ends, a charmed creature doesn’t remember what happened during the time they were charmed.
You can use this feature a number of times equal to your Wisdom modifier (minimum once) You regain all uses when you finish a long rest.


Ability Score or Feat

Primal Strike
At 8th level, you gain the ability to infuse your weapon strikes with primal energy.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target The damage type is determined by you when you gain this feature, and is chosen from the following list:

  • Acid
  • Cold
  • Fire
  • Lightning
  • Poison
  • Thunder

Each time you gain a level in this class, you can change the damage type for this feature to another type from the list. When you reach 14th level, the extra damage increases to 2d8


Mystic Connection
At 9th level, your connection to your companion grants a natural talent The benefit of your Mystic Connection depends on your companion If you ever gain a new companion, your new companion’s Mystic Connection benefit replaces the old one

gain until you finish a long rest

Gelatinous Cube.

  • Your body becomes flexible and gelatinous.
  • As an action or bonus action, you absorb a Tiny object you hold into your body, so no one else can access it.
    As an action or bonus action, you can then excrete an absorbed object into one of your empty hands or have it fall at your feet.
    You can absorb up to four objects at a time. Any absorbed objects fall out of your body when you die
  • Additionally, when another creature within 5 feet of you hits you with a melee attack, you can use a reaction to deal 3d6 acid damage to the attacker You can’t use this benefit again until you finish a short or long rest.


Fiendish Traits
At 11th level, your companion’s connection to Hell causes them to become more fiendish.
Choose one of the following traits for your companion:

  • Barbed Hide:
    Your companion grows barbs all over their body When a creature within 5 feet of your companion grapples them or hits them with a melee attack, that creature takes 1d10 piercing damage
  • Fiendish Immunities:
    Your companion’s skin, fur, or other coloring turns red, and the companion is immune to fire and poison damage and to the poisoned condition
  • Fiery Weapons:
    Your companion’s natural weapons, such as teeth or claws, become sheathed in black fire Whenever your companion hits with their signature attack, the attack deals an extra 1d6 fire damage.
  • Wings:
    Your companion sprouts leathery wings from their back and gains a flying speed of 40 feet If your companion already has wings, those wings take on a fiendish look and their flying speed increases to 40 feet.

Whenever you finish a long rest, you can replace your companion’s fiendish trait with another from this list


Ability Score or Feat


Loyal to the End
At 13th level, even harmful magic can’t shake you and your companion’s loyalty to each other and your friends You and your companion can’t be charmed or frightened.


Keen Senses
At 14th level, your senses sharpen, becoming akin to those of a fearsome predator You have advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell Additionally, you can take the Search action as a bonus action.


Fiendish Form
At 15th level, your companion can become a scale-covered child of Hell As a bonus action, you can spend 6 ferocity to transform your companion into a fiendish form for 1 minute.
While in this form, your companion undergoes the following changes:

  • They are a fiend
  • They have resistance to bludgeoning, piercing, and slashing damage
  • They have advantage on saving throws against spells and other magical effects

Ability Score or Feat



Summon the Wilds
At 18th level, you can call forth nearby creatures as a distracting swarm Depending on your location, this horde could consist of birds, fish, insects, rodents, or other similar creatures of your choice As an action, you call out to the creatures, which arrive immediately and occupy a 30-foot cube centered on a point within 120 feet of you that you can see The swarm persists for 1 minute.
On each of your turns, you can use a bonus action to move the swarm up to 30 feet in any direction. Each creature of your choice that starts their turn in the swarm’s area must succeed on a Wisdom saving throw against your exploit save DC or have disadvantage on ability checks, attack rolls, and saving throws, and a −5 penalty to their passive Wisdom (Perception) score, until the start of their next turn.
You can’t use this feature again until you finish a short or long rest.



Unbreakable Friendship
At 20th level, your afection and friendship for your companion infuses the creature with primal energy, making them a paragon of their kind.
While you have at least 1 hit point and your companion can see or hear you, you and your companion gain the following benefits:

  • You automatically succeed on Wisdom (Animal Handling) checks made to prevent your companion from entering a rampage (You can choose to not make the check if you wish to have your companion enter a rampage on purpose )
  • If your companion is reduced to 0 hit points but not killed outright, they drop to 1 hit point instead.
  • Whenever you roll initiative, your companion gains 1d10 ferocity.
  • character/albaz/class.txt
  • Last modified: 4 months ago
  • by Cinder